History of Digital Games

Key Features Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade ...

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Author: Andrew Williams

Publisher: CRC Press

ISBN: 9781317503811

Category: Computers

Page: 255

View: 111

The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends. Key Features Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context Includes discussion of game hardware as it relates to how it affects game design Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included.

Digital Games as History

This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance.

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Author: Adam Chapman

Publisher: Routledge

ISBN: 9781317553854

Category: Social Science

Page: 290

View: 776

This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.

Understanding Digital Games

history. ofdigital. games. John. Kirriemuir. Introduction. The history of digital
games is filled with experimentation and innovation. As each new electronic
device, such as the valve, silicon circuit, television, radio and so forth was
invented, so the ...

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Author: Jason Rutter

Publisher: SAGE

ISBN: 9781847877666

Category: Language Arts & Disciplines

Page: 272

View: 747

There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.

Game Design Workshop

And although this history stretches back as far as the beginnings of human
culture, when we think of games today, we tend to speak of the digital games that
have so recently captured our imaginations. These digital games have the
capacity to ...

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Author: Tracy Fullerton

Publisher: CRC Press

ISBN: 1578202221

Category: Performing Arts

Page: 480

View: 219

As experienced teachers of novice game designers, the authors have discovered patterns in the way that students grasp game design - the mistakes they make as well as the methods to help them to create better games. Each exercise requires no background in programming or artwork, releasing beginning designers from the intricacies of electronic game production and allowing them to learn what works and what doesn't work in a game system. Additionally, these exercises teach important skills in system design: the processes of prototyping, playtesting, and redesigning.

Before It s Too Late

Zach Vowell With the significance of digital games in mind, we might well ask
ourselves, "What constitutes a history of digital games?" We now recognize the
importance of such a history (or histories), but what exactly do we need to
preserve in ...

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Author: Henry Lowood

Publisher: Lulu.com

ISBN: 9780557053223

Category: Computer games

Page: 44

View: 601

Digital Gaming Re imagines the Middle Ages

MEDIEVALISM AND NEOMEDIEVALISM: TRANSLATION, ADAPTATION,
REMEDIATION The title of this introduction, “'All Your History Are Belong to Us':
Digital Gaming Re-imagines the Middle Ages,” deliberately contains a
grammatical ...

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Author: Daniel T. Kline

Publisher: Routledge

ISBN: 9781136221835

Category: Games & Activities

Page: 298

View: 462

Digital gaming’s cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish precursor to the modern period. Digital Gaming Reimagines the Middle Ages challenges both perceptions by examining how the Middle Ages have persisted into the contemporary world via digital games as well as analyzing how digital gaming translates, adapts, and remediates medieval stories, themes, characters, and tropes in interactive electronic environments. At the same time, the Middle Ages are reinterpreted according to contemporary concerns and conflicts, in all their complexity. Rather than a distinct time in the past, the Middle Ages form a space in which theory and narrative, gaming and textuality, identity and society are remediated and reimagined. Together, the essays demonstrate that while having its roots firmly in narrative traditions, neomedieval gaming—where neomedievalism no longer negotiates with any reality beyond itself and other medievalisms—creates cultural palimpsests, multiply-layered trans-temporal artifacts. Digital Gaming Re-imagines the Middle Ages demonstrates that the medieval is more than just a stockpile of historically static facts but is a living, subversive presence in contemporary culture.

Humanities Remediated Digital Games Criticism in Academic Discourse

The fact that one actively choose to play is one significant aspect distinguishing
digital games from most other media. ... variety of disciplines, concerned with
aspects like e.g. the literariness of film, the history of popular music and reading ...

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Author: Robert Kampf

Publisher: GRIN Verlag

ISBN: 9783656638889

Category: Foreign Language Study

Page: 86

View: 360

Master's Thesis from the year 2010 in the subject English - Pedagogy, Didactics, Literature Studies, grade: 1.3, University of Münster (English Department), language: English, abstract: Digital games are products of contemporary popular culture and indicators of social and cultural processes in modern computerized information societies. In recent years digital games asserted their status not only as a popular form of entertainment but also as virtual spaces for social interaction, escapism from reality, electronic sports and digital art. The first scientific studies of digital games date back to the late 1970s but recent debates about violence and addiction revived the interest in game research. The field of academic game studies describes the social, cultural, political, ideological, philosophical and psychological dimensions of digital games and their effects and influence on players. This paper presents an outline of game studies as academic school of thought and their role in scientific, public and political debates. The ambition of this paper is to demonstrate that game studies are a resourceful field of work and can be beneficial to the humanities. More importantly this work states that it is necessary to form an institutionalized frame of academic game research in order to retain the ability to describe and analyze a growing cultural and social phenomenon of unprecedented proportions. Without game studies, whole sectors of youth culture and virtual social networks will barely be accessible to academic research. Above that, the ability of digital games to imitate, explain and even influence real-world social systems is only a small part of the potential that will remain unexplored.

An Introduction to Game Studies

This narrowing of scope is based on the 1960s and preceding decades being
here classified asthe 'prehistory' of digital games, andonthe other hand the first
decade ofthe new millennium isstill continuingand being too close for historical ...

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Author: Frans Mäyrä

Publisher: SAGE

ISBN: 9781473902923

Category: Language Arts & Disciplines

Page: 208

View: 136

An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as 'game' and play' - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as 'culture' and subculture - Analyse the relationship between technology and interactivity and between 'game' and 'reality' - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.

Digital Creativity

Quake® goes the environment : game aesthetics and archaeologies birth to
countless aesthetic experiences day in , quality of ... The article discusses
computer and video games in the context of the cultural history of the moving
image .

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Author: Colin Beardon

Publisher: Taylor & Francis

ISBN: 9026519397

Category: Technology & Engineering

Page: 249

View: 372

Presenting highlights from five years of the field journal Digital Creativity , this volume republishes twenty-seven contributions from international artists and scientists.

Making the History of Computing Relevant

Game exhibitions from around the world have attracted many players to see and
play games in museums (Suominen ... there are also possibilities for playing
games on their original digital platforms, which makes the experience more real.

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Author: Arthur Tatnall

Publisher: Springer

ISBN: 9783642416507

Category: Computers

Page: 321

View: 536

This book constitutes the refereed post-proceedings of the IFIP WG 9.7 International Conference on the History of Computing, HC 2013, held in London, UK, in June 2013. The 29 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers cover a wide range of topics related to the history of computing and offer a number of different approaches to making this history relevant. These range from discussion of approaches to describing and analyzing the history through storytelling and education to description of various collections, working installations and reconstruction projects. The papers have been organized in the following topical sections: the importance of storytelling in museums; spotlight on some key collections and their future plans; thoughts on expanding the audience for computing history; spotlight on some research projects; integrating history with computer science education; putting the history of computing into different contexts; celebrating nostalgia for games - and its potential as Trojan horse; the importance and challenges of working installations; and reconstruction stories.

Digital Simulations for Improving Education Learning Through Artificial Teaching Environments

The Elementary School Journal, 98, 511-526. Sicart, M. (2005). Game, player,
ethics: A virtue ethics approach to computer games. International Review of
Information Ethics, 5, 14-18. Squire, K. (2004). Replaying history: Learning world
history ...

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Author: Gibson, David

Publisher: IGI Global

ISBN: 9781605663234

Category: Business & Economics

Page: 540

View: 626

Contains research and current trends used in digital simulations of teaching, surveying the uses of games and simulations in teacher education.

Computer Games and the Social Imaginary

Looking at gaming's pre-history — the time when there were games for
computers rather than computer games — enables us to see its entwinement in a
revival of play and games; a transformation of the technological capacities of
computing, ...

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Author: Graeme Kirkpatrick

Publisher: Polity

ISBN: 9780745641102

Category: Games & Activities

Page: 219

View: 985

Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.

The Pleasures of Computer Gaming

Essays on Cultural History, Theory and Aesthetics Melanie Swalwell, Jason
Wilson. 7. Wargaming. and. Computer. Games: Fun. with. the. Future. Patrick.
Crogan. This chapter will consider the history of wargaming in light of a broad ...

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Author: Melanie Swalwell

Publisher: McFarland

ISBN: 0786451203

Category: Games & Activities

Page: 203

View: 563

This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices. Apart from placing games within longer arcs of cultural history and broader critical debates, the contributors to this volume all adopt a pedagogical and theoretical approach to studying games and gameplay, drawing on the interdisciplinary resources of the humanities and social sciences, particularly new media studies. In eight essays, the authors develop rich and nuanced understandings of the aesthetic appeals and pleasurable engagements of digital gameplay. Topics include the role of “cheats” and “easter eggs” in influencing cheating as an aesthetic phenomenon of gameplay; the relationship between videogames, gambling, and addiction; players’ aesthetic and kinaesthetic interactions with computing technology; and the epistemology and phenomenology of popular strategy-based wargames and their relationship with real-world military applications. Notes and a bibliography accompany each essay, and the work includes several screenshots, images, and photographs.

Gamer Theory

The form of the digital game is an allegory for the formof being. Games areour
contemporaries, the form in which the present can be felt and, in being felt,
thought through. From this vantage point, the whole of cultural history can be
rethought.

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Author: McKenzie Wark

Publisher: Harvard University Press

ISBN: 9780674735262

Category: Social Science

Page: 240

View: 238

Ever get the feeling that life's a game with changing rules and no clear sides? Welcome to gamespace, the world in which we live. Where others argue obsessively over violence in games, Wark contends that digital computer games are our society's emergent cultural form, a utopian version of the world as it is. Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the imperfect gamespace of everyday life in the rat race of free-market society.

Rise of the Videogame Zinesters

History. of. Magic. Since digital games have existed, their creation has been
dominated by a small part of the ... In the 1960s and '70s, universities like MIT
and Southern Illinois University contained computers and computer networks that
were ...

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Author: Anna Anthropy

Publisher: Seven Stories Press

ISBN: 9781609803735

Category: Games

Page: 124

View: 708

"Anna Anthropy is a key personality in the ongoing paradigm shift that is slowly changing the way videogames are understood, by creators and players, and by the wider culture." —Patrick Alexander, Eegra.com "Equal parts autobiography, ethnography, and how-to manual, this book concisely makes the case for the unique power of 'zinester' games." —Adam Parrish, NYU's Interactive Telecommunication Program (Tisch School of the Arts), and author of the ZZT game "Winter" "These days, everybody can make and distribute a photograph, or a video, or a book. Rise of the Videogame Zinesters shows you that everyone can make a videogame, too. But why should they? For Anna Anthropy, it's not for fame or for profit, but for the strange, aimless beauty of personal creativity.” —Ian Bogost, Director, Graduate Program in Digital Media, Georgia Institute of Technology "Rise is a great guidebook to understanding—and more importantly, participating in—this dynamically evolving culture." —Jim Munroe, co-founder of the Hand Eye Society and the Difference Engine Initiative “Here, Anna Anthropy demonstrates how people from every background and walk of life are breaking free of the commercial cowardice of major publishers, and bringing their individual visions of the game to life. . . . If game design is to be an art, as those of us who love games fervently hope, it must be rescued from its crushing commercial pressures. You can be a part of its future.” —Greg Costikyan, author of I Have No Mouth and I Must Design "Anna gives the world of video games a crucial perspective from her seat of authority within outsider culture, and illustrates how essential it is for the space to empower voices of all kinds if it is to evolve." —Leigh Alexander, editor-at-large of Gamasutra

The History of Gaming

In the 1970s Atari became the leader in home video gaming with the Atari 2600.

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Author: Heather E. Schwartz

Publisher:

ISBN: 9781543583212

Category: Juvenile Nonfiction

Page: 32

View: 533

In the 1970s Atari became the leader in home video gaming with the Atari 2600. But were they the first? And how did it evolve into the revolutionary games and systems of today? The answers to these questions and more are just a few pages away.

Playing with the Past

Digital Games and the Simulation of History Matthew Wilhelm Kapell, Andrew
B.R. Elliott ... his opening part begins by analyzing some very familiar problems
for historians and students of history, but which also cut across the disciplines to ...

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Author: Matthew Wilhelm Kapell

Publisher: Bloomsbury Publishing USA

ISBN: 9781623563875

Category: Social Science

Page: 400

View: 141

Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.

The Digital Media Handbook

These include what on the face of it is a disparate collection, including circus,
theatre and children's games, along with the more obvious contenders of
photography, film, radio and television. The list serves to make the point that any
history of ...

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Author: Andrew Dewdney

Publisher: Routledge

ISBN: 9781135077150

Category: Language Arts & Disciplines

Page: 418

View: 989

The new edition of The Digital Media Handbook presents an essential guide to the historical and theoretical development of digital media, emphasising cultural continuity alongside technological change, and highlighting the emergence of new forms of communication in contemporary networked culture. Andrew Dewdney and Peter Ride present detailed critical commentary and descriptive historical accounts, as well as a series of interviews from a range of digital media practitioners, including producers, developers, curators and artists. The Digital Media Handbook highlights key concerns of today’s practitioners, analysing how they develop projects, interact and solve problems within the context of networked communication. The Digital Media Handbook includes: Essays on the history and theory of digital media Essays on contemporary issues and debates Interviews with digital media professionals A glossary of technical acronyms and key terms.

Games Based Learning Advancements for Multi Sensory Human Computer Interfaces Techniques and Effective Practices

In Proceedings.of.the.Digital.Games.Research.Association. 2005.Conference,
Vancouver, Canada. Malone, T. (1980). ... Replaying history: engaging urban
underserved students in learning world history through computer simulation
games.

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Author: Connolly, Thomas

Publisher: IGI Global

ISBN: 9781605663616

Category: Education

Page: 394

View: 114

Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.

The SAGE Handbook of Media Processes and Effects

Therefore, we do not cover the history of (developing) digital games (e.g.,
Lowood, 2006), their content (cf. B. Smith, 2006; S. Smith, 2006), design (Moore,
2007), meaning, or philosophy (cf. Jahn-Sudmann & Stockmann, 2008). Rather
this ...

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Author: Robin L. Nabi

Publisher: SAGE

ISBN: 9781412959964

Category: Language Arts & Disciplines

Page: 643

View: 895

The study of media effects is one of the most central to the discipline of communication and encompasses a vast array of theoretical perspectives, methodological tools, and application to important social contexts. In light of this importance - as well as the rapid changes in the media environment that have occurred during the past 20 years - this Handbook of media effects theorizing and research explores where media effects research has been over the past several decades, and, equally important, where it would be most fruitful to go in the years ahead. In addition to providing a comprehensive framework for those interested in media effects, the Handbook also emphasizes the changing nature of the media landscape. Thus, new technologies not only provide new venues for research, but they also represent challenges to many existing media effects theories (that were formulated prior to the widespread adoption of the Internet). The contemporary diversity of the field and its research is seen in chapters addressing sociological, cultural, and organizational approaches and in chapters on specific approaches, domains, and context-related effects. Throughout the Handbook and within each chapter, authors address the following issues: (1) historical context on theory development/area of study; (2) theory explication and theoretical developments through to the present; (3) typical method of study/research approach/moderators; (4) conceptualization of the audience; (5) the impact of new media environments; (6) criticismsntroversies; and (7) directions for future research. Section I: Begins with an overview of the field, conceptualization of media effects, and the editors' goals for the volume and then focuses on the range of methodologies (both quantitative and qualitative methods) used in the study of media effects. Section II: Focuses on dominant theoretical approaches in the media effects area from a more societal perspective. Included here are some of the most dominant theoretical perspectives in the media effects realm (i.e., cultivation, agenda setting, framing) that relate to broad-reaching effects of both entertainment and news programming. The section then focuses on related theories that, though less developed, have received significant attention in the literature. To expand the horizon of this Handbook, a chapter on Cultural Studies in included to engage more qualitative views of media's societal effects. Section III: Focuses on issues of message selection and processing that are central to the mass media literature. These chapters cut across application contexts. For examples, the emotion chapter touches on entertainment, persuasion, and children's media; the Social Influence/Environmental Aspects chapter includes issues of co-viewing in families, among peers, etc. Section IV: Refelcts a dominant trend in media effects literature - that related to persuasion and learning - and traces its theoretical perspectives (including major theories of persuasion and especially social cognitive theory) through the various contexts in which media have such effects, such as health, advertising, media literacy, and the like. Section V: Explores the contexts and audiences that have been traditional foci of media effects research - violence, children, body image, video games, sports, etc. In each chapter authors address the theories most applicable to those contexts, further expaning the theoretical offerings of this Handbook. The focus on how this sort of research is typically conducted methodologically and how it will need to change in light of new technologies and media advances make these chapters unique. Section VI: Expands on existing work by focusing on a concern central and unique to the communication discipline - message medium - and how it influences effects ranging from what messages are attended to (e.g., formal features), how we spend our time (e.g., displacement effects), and even how we think (e.g., medium theory).